^My current plan is to buy it if for no other reason than to support the Metroid franchise. And, well, to compare it to AM2R.
But mostly the first one.

I really want to see if they did a decent job, if the melee taps are setup well (like, not the worst idea, just was poorly executed like most things in MOM:theBABY), and yeah to show my heartfelt love for a new 2D Metroid. Zero Mission was one of the best in the series, and I've wanted an official remake of Metroid II since forever.

I played a few minutes. I'm pleased to say that the controls feel really good. Samus moves a lot like she does in previous 2D games, and switching to and from free-aim is convenient and easy to do. I haven't gotten the hang of parrying yet, but that's mainly because I keep forgetting Samus can do that, and I imagine it'll get easier with time.

Making my way through Area 2 now. A few thoughts on the gameplay thus far (there aren't any major spoilers below, but I figured I'd hide my thoughts anyway in case some of you wanted to go in completely blind):

Spoiler.

The Nintendo DS has and its derivatives have been around for almost 13 years, and yet this is first time we've gotten a handheld 2D Metroid game since then. It's a crying shame it took this long, because having a second screen devoted to the map is awesome.

You're definitely not starved of missiles in this game. Even without the frequently-encountered expansions, you still start with a ton of them. I've gotten pretty wasteful with my missiles and I still don't think I've ever run out.

Teleporters make backtracking much more painless. I don't usually mind backtracking in Metroid games since it's such a staple of the series, but it's definitely less of a drag in a game like Super where all of the areas of Zebes are intricately connected. Backtracking was much more annoying in Metroid II due to the relatively linear layout of the world, so the teleporters are a welcome addition.

It's interesting how the Ice Beam is no longer a mere upgrade to the Power Beam; it's its own weapon with its own unique function, yet does so little damage in most cases that when trying to kill foes you're better off using the Power Beam. I like this. Rather than having the Ice Beam supplant the Power Beam as your primary weapon, you now have two beams that are each useful in different situations. I'm guessing the third beam will follow this pattern.

I've played through the first bit of it so far, and let me just say that the game is absolutely gorgeous, the 3D effect has the perfect amount of depth, and the play is so far exactly what I want from Metroid. Also, the music is at a really solid spot between Super Metroid, Prime, and Metroid II.

The fact that the few Metroids I've encountered do not all behave the same as one another and the common hazard/enemies don't behave the same as the original game have really gone a long way to making this feel new.

I muttered 'light as a board, stiff as a feather' for 2 days straight and now I've ascended, ;aughing at olympus and zeus is crying

I've noticed a number of powerups blocked by odd crystal clusters that look kind of like the ones THE BABY chows on at the end of the original game. I wonder if, similar to Zero Mission, there's going to be additional gameplay after the Metroid Queen is killed where you can further explore SR388 with THE BABY in tow?

Now, if you're doing an item hunt at the end of the game, you're probably looking at thin tunnels layered with red crystal spikes and thinking, "how do I get past this?" Well, the game doesn't quite tell you, but you might be able to figure it out yourself. If you can't and want someone to tell you how to deal with it, check this spoiler.